Download or read book The Aim of the Game Cast and Crew written by and published by . This book was released on 1955 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Shooting Stars written by LeBron James and published by Penguin. This book was released on 2023-08-01 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: The celebrated memoir from LeBron James - a poignant, thrilling tale of the power of teamwork to transform young lives, including his own "A book that will incredibly move and inspire you.” —Jay-Z "A heartwarming story of boys who became men, teammates who became brothers, players who became champions, wonderfully told through the maturing eyes of basketball's greatest star." — John Grisham Before LeBron James was an NBA superstar, he was just a kid from Akron, Ohio, who loved to play basketball on a team called the Shooting Stars. This is the story of how this motley group of ten-year-olds grew into a team and became men together - surviving the challenges of inner city America and enduring jealousy, hostility, exploitation, and the consequences of their own overconfidence in their quest to win a national championship. Shooting Stars is a poignant, thrilling tale of the power of teamwork to transform young lives.
Download or read book Videogames and Horror written by Dawn Stobbart and published by University of Wales Press. This book was released on 2019-10-01 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames are full of horrors – and of horror, a facet of the media that has been largely overlooked by the academic community in terms of lengthy studies in the fast-growing field of videogame scholarship. This book engages with the research of prominent scholars across the humanities to explore the presence, role and function of horror in videogames, and in doing so it demonstrates how videogames enter discussion on horror and offer a unique, radical space that horror is particularly suited to fill. The topics covered include the construction of stories in videogames, the role of the monster and, of course, how death is treated as a learning tool and as a facet of horror.
Download or read book Game AI Pro written by Steven Rabin and published by CRC Press. This book was released on 2013-09-11 with total page 630 pages. Available in PDF, EPUB and Kindle. Book excerpt: Successful games merge art and technology in truly unique ways. Fused under tight production deadlines and strict performance requirements, shaped by demanding player expectations, games are among the most complex software projects created today. Game AI Pro: Collected Wisdom of Game AI Professionals covers both the art and the technology of game AI. Nothing covered is theory or guesswork. The book brings together the accumulated wisdom, cutting-edge ideas, and clever tricks and techniques of 54 of today’s top game AI professionals. Some chapters present techniques that have been developed and passed down within the community for years while others discuss the most exciting new research and ideas from today’s most innovative games. The book includes core algorithms that you’ll need to succeed, such as behavior trees, utility theory, spatial representation, path planning, motion control, and tactical reasoning. It also describes tricks and techniques that will truly bring your game to life, including perception systems, social modeling, smart camera systems, player prediction, and even an AI sound designer. Throughout, the book discusses the optimizations and performance enhancements that enable your game to run while maintaining 60 frames per second.
Download or read book The Game Production Handbook written by Heather Maxwell Chandler and published by Jones & Bartlett Publishers. This book was released on 2014 with total page 484 pages. Available in PDF, EPUB and Kindle. Book excerpt: Updated to reflect the rapidly evolving game development landscape, industry veteran Heather Chandler continues to educate game enthusiasts on the procedures and processes of game production. This Third Edition presents information that a producer, lead, or studio manager must know to successfully develop a game from concept to gold master.
Download or read book Scenes from Postmodern Life written by Beatriz Sarlo and published by U of Minnesota Press. This book was released on 2001 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this bracing book. Beatriz Sarlo offers a remarkably clear, forthright, and forceful statement of what precisely cultural criticism is and might be in our age of manic consumption, commercialization, popularization, and mass marketing.
Download or read book Basics of Game Design written by Michael Moore and published by CRC Press. This book was released on 2016-04-19 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design t
Download or read book The Cheerful Subversive s Guide to Independent Filmmaking written by Dan Mirvish and published by Taylor & Francis. This book was released on 2016-08-12 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: In The Cheerful Subversive’s Guide to Independent Filmmaking, celebrated Slamdance Film Festival co-founder Dan Mirvish offers a rich exploration of the process and culture of making low-budget, independent films. Once labelled a "cheerful subversive" by The New York Times, Mirvish shares his unfiltered pragmatic approach to scriptwriting, casting, directing, producing, managing a crew, post-production, navigating the film festival circuit, distributing your film, dealing with piracy and building a career. Readers will learn how to game the Hollywood system to their advantage, get their films accepted by respected festivals without going broke, and utilize a broad range of media and tactics to promote and distribute their work. A companion website features behind-the-scenes interviews and footage from Dan’s films, and much more. Learn everything you need to know to make, promote, and distribute your independent films, with time-tested lessons and practical advice on scriptwriting, casting and directing A-list actors, financing, producing, managing a crew, editing in post, creating visual effects on a budget, and successuflly navigating the film festival circuit Find out what it takes to become a true "cheerful subversive" and adopt new and innovative approaches to producing your films, discover hidden loopholes in the Hollywood system and festival scene, take advantage of a broad range of media formats to promote and distribute your indie films, and generally make bold moves in service of your creative work, all while staying flexible enough to pivot at a moment’s notice An extensive companion website features in-depth interviews with filmmakers, more than an hour of behind-the-scenes footage from Dan Mirvish’s films, festival resources, and much more
Download or read book Introduction to The Last of Us Part II written by Gilad James, PhD and published by Gilad James Mystery School. This book was released on with total page 45 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Last of Us Part II is the highly anticipated sequel to the critically acclaimed 2013 video game, The Last of Us. Developed by Naughty Dog and published by Sony Interactive Entertainment, The Last of Us Part II continues the story of Joel and Ellie after the events of the first game. Set five years later, players control Ellie as she navigates through a post-apocalyptic world that has been overrun by infected creatures. The game promises to deliver a deeper, more emotional story with further exploration of the game's themes of survival, love, and loss. The game received a great deal of hype leading up to its release, and upon its launch in June 2020, it was met with both critical acclaim and controversy. Many players praised the game for its stunning graphics, compelling story, and emotional resonance, while others criticized it for its divisive storyline choices. Despite its mixed reception, The Last of Us Part II has undoubtedly cemented itself as one of the most important and talked-about video games of the year, pushing the medium forward with its ambitious storytelling and technical achievements.
Download or read book Second Person written by Pat Harrigan and published by MIT Press. This book was released on 2010-01-22 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.
Download or read book Scheduling and Budgeting Your Film written by Paula Landry and published by Taylor & Francis. This book was released on 2017-06-26 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: This new and updated edition explains the fundamentals of line producing, and includes discussions of transmedia and multi-purpose shooting, special considerations for VR, 4K and 3D shooting, new web platforms and mobile technology, crowd funding, and much more.
Download or read book Better Game Characters by Design written by Katherine Isbister and published by CRC Press. This book was released on 2022-04-29 with total page 443 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games are poised for a major evolution, driven by growth in technical sophistication and audience reach. Characters that create powerful social and emotional connections with players throughout the game-play itself (not just in cut scenes) will be essential to next-generation games. However, the principles of sophisticated character design and interaction are not widely understood within the game development community. Further complicating the situation are powerful gender and cultural issues that can influence perception of characters. Katherine Isbister has spent the last 10 years examining what makes interactions with computer characters useful and engaging to different audiences. This work has revealed that the key to good design is leveraging player psychology: understanding what's memorable, exciting, and useful to a person about real-life social interactions, and applying those insights to character design. Game designers who create great characters often make use of these psychological principles without realizing it. Better Game Characters by Design gives game design professionals and other interactive media designers a framework for understanding how social roles and perceptions affect players' reactions to characters, helping produce stronger designs and better results.
Download or read book Unlocking the Potential of Puzzle based Learning written by Scott Nicholson and published by SAGE. This book was released on 2020-12-16 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the educational power of puzzle-based learning. Understand the principles of effective game design, the power of well-crafted narratives and how different game mechanics can support varied learning objectives. Applying escape room concepts to the classroom, this book offers practical advice on how to create immersive, collaborative learning experiences for your students without the need for expensive resources and tools. Packed with examples, including a full sample puzzle game for you to use with your students, this book is a primer for classroom teachers on designing robust learning activities using problem-solving principles.
Download or read book Emerging Dynamics in Audiences Consumption of Trans media Products written by Carmen Spano and published by Anthem Press. This book was released on 2020-11-27 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book investigates the new forms of empowered agency possessed by national audiences with reference to two particular television texts: Game of Thrones and Mad Men. The two popular American TV shows are highly successful products of the convergence era, characterized by trans-media storytelling as a strategy and the interconnection of audiences’ multiple practices of reception and fruition. The book argues how the analysis of audience engagement with trans-media texts will disclose important information about the various ways people organize their lives around media and how these activities help them to make sense of the world they live in.
Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Download or read book Horror Films of 2000 2009 written by John Kenneth Muir and published by McFarland. This book was released on 2023-03-22 with total page 700 pages. Available in PDF, EPUB and Kindle. Book excerpt: Horror films have always reflected their audiences' fears and anxieties. In the United States, the 2000s were a decade full of change in response to the 9/11 terrorist attacks, the contested presidential election of 2000, and the wars in Iraq and Afghanistan. These social and political changes, as well as the influences of Japanese horror and New French extremism, had a profound effect on American horror filmmaking during the 2000s. This filmography covers more than 300 horror films released in America from 2000 through 2009, including such popular forms as found footage, torture porn, and remakes. Each entry covers a single film and includes credits, a synopsis, and a lengthy critical commentary. The appendices include common horror conventions, a performer hall of fame, and memorable ad lines.
Download or read book Red Dead Redemption written by John Wills and published by University of Oklahoma Press. This book was released on 2023-03-30 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: While the Western was dying a slow death across the cultural landscape, it was blazing back to life as a video game in the early twenty-first century. Rockstar Games’ Red Dead franchise, beginning with Red Dead Revolver in 2004, has grown into one of the most critically acclaimed video game franchises of the twenty-first century. Red Dead Redemption: History, Myth, and Violence in the Video Game West offers a critical, interdisciplinary look at this cultural phenomenon at the intersection of game studies and American history. Drawing on game studies, western history, American studies, and cultural studies, the authors train a wide-ranging, deeply informed analytic perspective on the Red Dead franchise—from its earliest incarnation to the latest, Red Dead Redemption 2 (2018). Their intersecting chapters put the series in the context of American history, culture, and contemporary media, with inquiries into issues of authenticity, realism, the meaning of play and commercial promotion, and the relationship between the game and the wider cultural iterations of the classic Western. The contributors also delve into the role the series’ development has played in recent debates around working conditions in the gaming industry and gaming culture. In its redeployment and reinvention of the Western’s myth and memes, the Red Dead franchise speaks to broader aspects of American culture—the hold of the frontier myth and the “Wild West” over the popular imagination, the role of gun culture in society, depictions of gender and ethnicity in mass media, and the increasing allure of digital escapism—all of which come in for scrutiny here, making this volume a vital, sweeping, and deeply revealing cultural intervention.